Game system, method, and program
The game system dynamically adjusts game parameters and conditions based on battle outcomes to enhance character training, addressing the lack of variety in existing training methods and improving user engagement and motivation.
Patent Information
- Application Number
- JP2024080445
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-16
- Publication Date
- 2025-11-28
AI Technical Summary
Existing game systems lack variety in training methods for characters, necessitating new approaches to enhance user engagement and motivation.
A game system that includes a battle processing unit, restriction processing unit, change setting unit, right granting unit, and mitigation processing unit to dynamically adjust game parameters and conditions based on battle outcomes, offering users the opportunity to improve characters through strategic gameplay.
Provides a novel method for character development, enhancing user engagement by increasing strategic depth and motivation through dynamic parameter changes and condition adjustments.
Smart Images

Figure 2025174276000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a method, and a program. [Background technology]
[0002] Patent Document 1 describes a baseball game in which a character who is a baseball player is trained. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-233323 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in order to provide users with a wider variety of training methods, new training methods are required. One aspect of the present invention aims to provide a new method for training game content such as characters. [Means for solving the problem]
[0005] In order to solve the above problem, a game system according to one embodiment of the present invention includes a battle processing unit that executes a battle process using a battle game medium multiple times; a restriction processing unit that makes it impossible to execute the next battle process using the battle game medium when a predetermined first condition is met; a change setting unit that executes a change setting process that changes or sets at least some of the parameters associated with the battle game medium depending on the result of the battle process executed using the battle game medium; a right granting unit that grants a user information indicating a right to make the first condition more difficult to meet when a predetermined second condition is met; and a mitigation processing unit that makes the first condition more difficult to meet depending on the exercise of the right.
[0006] In order to solve the above problem, a method according to one aspect of the present invention is a method executed by one or more computers, and includes: a battle processing step in which the one or more computers execute a battle processing using a battle game medium multiple times; a restriction processing step in which the one or more computers, if a predetermined first condition is satisfied, make it impossible to execute the next battle processing using the battle game medium; a change setting step in which the one or more computers execute a change setting process in which at least some of the parameters associated with the battle game medium are either changed or set depending on the result of the battle processing executed using the battle game medium; a right granting step in which the one or more computers, if a predetermined second condition is satisfied, grant a user information indicating a right to make the first condition more difficult to meet; and a mitigation processing step in which the one or more computers make the first condition more difficult to meet depending on the exercise of the right.
[0007] In order to solve the above problem, a program according to one embodiment of the present invention causes one or more computers to execute a battle processing step of executing a battle processing using a battle game medium multiple times; a restriction processing step of making it impossible to execute the next battle processing using the battle game medium if a predetermined first condition is met; a change setting step of executing a change setting process that changes or sets at least some of the parameters associated with the battle game medium depending on the result of the battle processing executed using the battle game medium; a right granting step of granting a user information indicating a right to make the first condition more difficult to meet if a predetermined second condition is met; and a mitigation processing step of making the first condition more difficult to meet depending on the exercise of the right. [Effects of the Invention]
[0008] According to one aspect of the present invention, a novel method for developing game content such as a character can be provided. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] 1 is a block diagram showing the functional configuration of a game system according to an embodiment of the present invention. [Figure 3] FIG. 2 is a flow diagram illustrating an example of a method flow according to an embodiment of the present invention. [Figure 4] FIG. 10 is a flowchart showing an example of a detailed flow of an initial setting process according to an embodiment of the present invention. [Figure 5] 10A and 10B are diagrams showing examples of screens in an initial setting process according to an embodiment of the present invention. [Figure 6] FIG. 10 is a flowchart showing an example of a detailed flow of an opponent group selection process according to one embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing an example of a correspondence table for determining an active player character according to one embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing an example of a correspondence table for determining an OB player character according to one embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing an example of a screen in the opponent specification process according to one embodiment of the present invention. [Figure 10] FIG. 10 is a flowchart showing an example of a detailed flow of a battle process according to one embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing an example of a screen in a battle process according to one embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing an example of a predetermined task and a play bonus according to one embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing an example of a predetermined task and a play bonus according to one embodiment of the present invention. [Figure 14] FIG. 10 is a diagram showing an example of a parameter update screen according to an embodiment of the present invention. [Figure 15] FIG. 10 is a diagram showing an example of a parameter update screen according to an embodiment of the present invention. [Figure 16]FIG. 10 is a diagram showing an example of a screen for confirming brought-in items according to an embodiment of the present invention. [Figure 17] FIG. 10 is a diagram showing an example of a screen on which a first option and a second option are presented according to an embodiment of the present invention. [Figure 18] FIG. 10 is a diagram showing an example of a screen for referring to a breeding history according to one embodiment of the present invention. [Figure 19] FIG. 10 is a diagram showing an example of a screen for referring to a breeding history according to one embodiment of the present invention. [Figure 20] FIG. 10 is a diagram showing an example of a screen for referring to a breeding history according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Embodiment 1] The game system 1 according to this embodiment will be described in detail below.
[0011] <Game System 1 Overview> The game system 1 is a system for progressing a game using game media. Here, "using game media" means that the control unit 110, described below, uses parameters associated with the game media. The association of game media with a user is referred to as the user "possessing" the game media, and the association of game media, etc. with a user is referred to as "granting" the game media. Furthermore, "possession" and "granting" do not necessarily require association with a user. For example, "possession" refers to a state in which a user can use game media among multiple game media, and "granting" refers to the state in which game media that were not in that state are put into that state. Note that "granting" is not limited to making game media usable, but can also simply mean giving the game media. For example, "granting an effect" refers to making an effect available. Hereinafter, granting game media, etc. to a user is also referred to as "registering," "saving," "storing," etc.
[0012] Furthermore, a game according to one aspect of the present invention may include a mode including the change setting process of one aspect of the present invention, which will be described later, and a mode other than the mode. For example, one aspect of the mode including the change setting process of one aspect of the present invention may include a mode for improving ability parameters, which will be described later (hereinafter referred to as a "development mode"), and another mode in which a game is played using game media whose ability parameters have been improved in the development mode. In this case, an example of the other mode is a mode in which a battle other than the battle included in the development mode is played using game media whose ability parameters have been improved in the development mode (hereinafter referred to as a "battle mode").
[0013] <Configuration of Game System 1> 1 is a block diagram showing an example of the configuration of a game system 1. As shown in FIG.
[0014] (Hardware configuration of game device 10) A game device 10 is a computer used by a user to play a game. Examples of the game device 10 include, but are not limited to, a home game console, a personal computer, a smartphone, a tablet, a smart TV, or a commercial game console. As shown in FIG. 1 , for example, the game device 10 includes a processor 11, a memory 12, a communication interface 13, an input device 14, a display device 15, and an audio output device 16. These components are connected via a bus 19.
[0015] The processor 11 controls each part of the game device 10 by executing a program stored in the memory 12. The processor 11 is configured by an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), for example.
[0016] The memory 12 stores programs executed by the processor 11 and various data used by the processor 11. The memory 12 is configured, for example, by a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM (registered trademark)), a read-only memory (ROM), a random access memory (RAM), or a combination thereof. Note that part or all of the memory 12 is not limited to being built into the game device 10, and may be externally attached via an input / output interface (not shown) such as a universal serial bus (USB). Also, part or all of the memory 12 may be connected to the game device 10 via a network as a device independent of the game device 10.
[0017] The communication interface 13 is an interface for connecting to a network, and is configured by, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0018] The input device 14 is a device that accepts user operations and is configured, for example, by a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 15 is a device that displays a screen for progressing through the competitive game and is configured, for example, by a display. The input device 14 and the display device 15 may be separate devices, or at least a part of the input device 14 may be formed integrally with the display device 15 as a touch panel or the like. The audio output device 16 is a device that outputs audio and is configured, for example, by a speaker, headphones, or a combination of these. Some or all of the input device 14, the display device 15, and the audio output device 16 are not necessarily built into the game device 10, but may be connected externally as peripheral devices.
[0019] (Functional configuration of game system 1) Fig. 2 is a block diagram showing the functional configuration of the game system 1. As shown in Fig. 2, the game system 1 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by the processor 11 of the game device 10 executing a game program. The storage unit 130 is configured by the memory 12 of the game device 10.
[0020] The control unit 110 includes a battle processing unit 111, a restriction processing unit 112, a change setting unit 113, a rights granting unit 114, a mitigation processing unit 115, a game media granting unit 116, a candidate identification unit 117, an opponent identification unit 118, a first effect granting unit 119, an option presentation unit 120, and a second effect granting unit 121.
[0021] (Battle processing unit 111) The battle processing unit 111 executes battle processing using battle game media multiple times. The battle processing unit 111 may also execute battle processing using opponent information indicating an opponent. The opponent information includes information indicating game media that can be opponents of the battle game media. The opponent information may also be associated with granted game media, second effect information, etc., which will be described later. The opponent information associated with the granted game media, second effect information, etc., is referenced by the game media granting unit 116 and the second effect granting unit 121, which will be described later. The opponent information is information that can be candidates for opponents of the battle game media, and is referenced by the candidate identification unit 117, which will be described later.
[0022] Here, "game media" refers to media used in the progression of a game, and "battle game media" refers to game media used in battles.
[0023] Specific examples of game media include game objects such as characters appearing in the game or character cards corresponding to characters, various items used in the game (for example, items that exert a predetermined effect when equipped to a character or used on a character), in-game currency, and media possessed by a user that are separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal is recorded). Furthermore, for example, game media is a unit that can be possessed by a user. A possessable unit is, for example, the smallest unit when consuming or acquiring.
[0024] In-game currency is game content that is consumed in exchange for using certain in-game functions. Examples of such functions include exchanging it for game content such as characters, items, and avatars, drawing lots for game content to be awarded to users such as so-called "gacha," and recovering parameters required to progress through the game (for example, sometimes referred to as "stamina" in some games).
[0025] The game content may be associated with a non-fungible token whose holder is managed on the blockchain.
[0026] In one aspect of the present invention, after the first battle process is executed, the battle process may be executed one or more times until a first condition described below is satisfied. In other words, each time the first battle process is started, a battle game medium may be temporarily created, and the battle game medium may be made available for use by the user in the battle process, and may or may not be granted to the user. For example, after the battle process is executed multiple times, the battle game medium may be granted to the user in response to the user changing and / or setting parameters and performing an operation to instruct the user to use the changed and / or set game medium in another mode, etc. Alternatively, the battle game medium may be granted to the user each time the first battle process is started. Alternatively, for example, a battle game medium specified by the user from among the battle game media previously owned by the user may be used in the battle process.
[0027] (Restriction processing unit 112) The restriction processing unit 112 makes it impossible to execute the next battle process using the battle game medium when a predetermined first condition is satisfied. Here, the "first condition" is a condition that, when a user executes the battle process multiple times using the battle game medium, is satisfied to make it impossible to execute the next battle process.
[0028] The first condition may be, for example, a condition related to the outcome of a match. Examples of such conditions include losing a match, failing to complete a predetermined task, or a parameter that changes due to a loss or failing to complete a predetermined task reaching a predetermined value, or the time required for a match executed using a certain battle game medium reaching or exceeding a predetermined time. Examples of predetermined tasks include, for example, in the case of a baseball match, winning by a predetermined margin, losing within a predetermined margin, or tasks related to the content of the match, such as the opponent having a predetermined number of hits or more when the user performs a pitching operation, allowing one home run, or striking out when the user performs a batting operation. Examples of parameters that change include the number of games lost, or parameters that decrease (or increase) due to a loss or failing to complete a predetermined task. More specifically, the first condition may be, for example, "life," an example of a parameter that decreases with each loss, reaching zero.
[0029] The first condition may also be a condition that is set regardless of the result of the battle process, such as the passage of a predetermined amount of real-world time after the first battle process becomes executable.
[0030] In addition, the "restriction process" (processing executed by the restriction processing unit 112) is a process that, when a first condition is met in a battle process using a certain battle game medium, makes it impossible to execute the next battle process using that battle game medium.
[0031] An example of the "impossible to execute" process in the restriction process is a process of terminating a training mode using the battle game medium when a first condition is satisfied as a result of a certain battle process. Here, in a case where the training mode is a mode in which a battle game medium is provided to the user each time the first battle process is started and the user progresses using the battle game medium, a process of terminating the training mode using the battle game medium is one form of the restriction process. This is because if the training mode using the battle game medium is terminated, the next battle process using the battle game medium cannot be executed. Note that the termination of the training mode does not necessarily have to be a form of restriction process when the first condition is satisfied. Instead, the training mode may be terminated after the first condition is not satisfied and the parameters of the battle game medium are changed or set. In this case, the battle game medium after the parameters have been changed or set is provided to the user.
[0032] In one aspect of the game, a user possesses battle game media (hereinafter referred to as "initial game media") associated with initial parameter values, executes the training mode using a battle game media selected by the user from among the battle game media possessed by the user, and is granted a new battle game media (hereinafter referred to as "post-training game media") whose parameters have been changed and / or set in the training mode. In this case, the post-training game media may not be selectable as game media to be used in the training mode. In such an aspect, the process of ending the training mode using the battle game media and the process of preventing the selection of the post-training game media when starting the training mode next time and thereafter are also aspects of the restriction process. In such an aspect, the process of ending the training mode using the battle game media and the process of starting the training mode using the initial game media corresponding to the post-training game media when starting the training mode next time and thereafter are also aspects of the restriction process.
[0033] In addition, in a case where the competitive game medium to be used in the training mode is selected from the competitive game medium owned by the user, a combination of a process for terminating the training mode using that competitive game medium and a process for making that competitive game medium unable to be selected when starting the training mode next time or thereafter (for example, a process for not displaying it on the selection screen, or a process for displaying it but not accepting a selection operation, etc.) is one form of processing for making it impossible to execute the next battle process using that competitive game medium.
[0034] (Change setting unit 113) The change setting unit 113 executes a change setting process, which is a process of either changing or setting at least some of the parameters associated with the battle game medium, depending on the results of the battle process executed using the battle game medium.
[0035] Here, the "change setting process" refers to a process of either changing or setting at least some of the parameters associated with the battle game media depending on the results of the battle process. Hereinafter, the process of either changing or setting will be referred to as "change, etc."
[0036] The parameters to be changed may be any parameters associated with the competitive game medium, such as, for example, if the game is a baseball game and player characters are used as one aspect of the competitive game medium, parameters indicating the strength (level of ability) associated with each player character (hereinafter also referred to as "ability parameters") may be included. Characters such as fielders and pitchers are associated with ability parameters related to various abilities (for example, power, hitting, running ability, arm strength, defensive ability, pitch speed, control, curveballs, etc.).
[0037] Furthermore, "setting" refers to setting new parameters for the competitive game media, such as associating a new ability with the competitive game media. A more specific example is imparting an ability that affects the progress of the game. For example, such an ability may increase the probability of a hit when batting when there is a runner in scoring position.
[0038] The change may be a change that is advantageous to the progress of the game, a change that is disadvantageous to the progress of the game, or a change that is neither advantageous nor disadvantageous.
[0039] "Making the game more advantageous" means making it easier to achieve the objectives in the game. For example, changing the aforementioned ability parameters to make them stronger is one example. For example, if a parameter is advantageous to have a higher value (such as power), it is increased, and if a parameter is advantageous to have a lower value (such as fatigue), it is decreased.
[0040] "Making the game less favorable" means making it more difficult to achieve the objective in the game. For example, it would be the opposite of the example of making the game more favorable.
[0041] An example of a "change that is neither advantageous nor disadvantageous" is changing the appearance of the game content.
[0042] Also, for example, if multiple types of parameters are associated with one game medium, advantageous changes may be made to some parameters and disadvantageous changes may be made to other parameters.
[0043] Furthermore, in an aspect in which a game includes a training mode and a mode other than the training mode, the target of the change or the like that is advantageous, disadvantageous, or neither advantageous nor disadvantageous to progression may be the other mode. In this case, progression in the training mode may or may not be advantageous. For example, in a case in which a battle mode is included as an example of the other mode, the change setting process executed in the training mode may improve ability parameters so as to be advantageous for progression in the battle mode.
[0044] Note that the change setting unit 113 may not execute the change setting process for the battle game medium when the first condition is satisfied. This requires a user who desires to change parameters, etc., to play in a way that does not satisfy the first condition, thereby increasing the sense of tension when playing a battle. Furthermore, the change setting unit 113 may execute the change setting process when the first condition is not satisfied when a predetermined number of battle processes have been completed. This requires a user who desires to change parameters, etc., to play in a way that does not satisfy the first condition over the predetermined number of battle processes, thereby increasing the sense of tension when playing a battle.
[0045] (Right granting unit 114, relaxation processing unit 115) The right granting unit 114 grants the user information indicating the right to make it more difficult to satisfy the first condition when a predetermined second condition is satisfied. The mitigation processing unit 115 makes it more difficult to satisfy the first condition in response to the right being exercised. This allows, for example, relief for users who have failed by mitigating the condition, and prevents the user's motivation to play from decreasing. As a result, a new training method can be provided to the user, in which the user is required to progress in a way that does not satisfy the first condition in order to execute the next battle process.
[0046] Here, the "second condition" is a condition for granting the user the right to make the first condition more difficult to fulfill. For example, the condition may be to select a specific option from multiple options, to complete a task set in the game, or to exchange the first condition for money or the like. An example of a condition for selecting a specific option from multiple options is to have the user select which battle process to perform from multiple battle processes, and to select a specific battle process from the multiple battle processes. For example, the condition may be to select a battle process with a high level of difficulty from the multiple battle processes.
[0047] Furthermore, "making the first condition more difficult to satisfy" includes, for example, relaxing the first condition itself. For example, if the first condition is that a parameter that is reduced by losing a match reaches zero, increasing the initial value or upper limit of the parameter associated with the user can increase the number of times the user is willing to lose. More specifically, assuming that the parameter is called "life," and if the initial value of life is 5 and the life is reduced by 1 each time the user loses a match, and the first condition is satisfied when the life reaches zero, the initial value can be set to 10, thereby making the number of times the user is willing to lose 10, or reducing the life by 1 after two losses. Furthermore, for example, in the case of a baseball match, if the first condition is satisfied when the user performs a batting operation and the life is reduced by 1 and reaches zero when the user is out, the life can be reduced by 1 only when the user strikes out, and the life cannot be reduced by any other out.
[0048] Another example of "making it difficult to satisfy the first condition" is to prevent the first condition from being satisfied without changing the first condition itself. For example, in a case where satisfying the first condition means that a predetermined parameter reaches a threshold, changing the parameter so that the difference between the parameter and the threshold increases, or not changing the parameter so that the difference between the parameter and the threshold remains unchanged, etc. In the example above where the parameter is called life, restoring life, for example, restoring a reduced life (for example, increasing it by 1), etc., can be used.
[0049] Furthermore, the form of the "right" may be, for example, a game medium such as an item, or may be the ability to accept an operation to execute a mitigation process. In these cases, exercising the right may include, for example, using the game medium, accepting an operation to exercise the right, etc.
[0050] Furthermore, the "information indicating a right" may be, for example, a game medium such as an item. Alternatively, for example, instead of granting an item or the like to a user, whether or not the user has the right may be associated with the user information of the user. In this case, text indicating that the user has the right may be displayed. Furthermore, in this case, the display manner of a controller operated to exercise the right may be changed depending on whether or not the information indicating the right is associated with the user. More specifically, for example, if a right can be exercised by performing a selection operation on a certain controller, the certain controller may be made unselectable if the user does not have the right. In this manner, when the certain controller cannot be selected, a display may be displayed to indicate that the certain controller cannot be operated (for example, the certain controller may be displayed dimmed or a display indicating that the certain controller is locked may be displayed).
[0051] Furthermore, the right may be exercised in response to a user's operation to exercise the right, or may be exercised automatically without user operation depending on settings or conditions. For example, if the right is exercised by using a predetermined game medium, the right may be automatically used at a predetermined timing. More specifically, if the right is an item that restores the aforementioned "life" and the condition is the start of the next battle, the right may be exercised by automatically using the item at the start of the battle without user operation.
[0052] (Game Media Granting Department 116) The game content provision unit 116 provides the provided game content to the user depending on the result of the battle processing. Here, the opponent information is associated with information indicating the provided game content to be provided to the user depending on the result of the battle executed using the opponent information. As a result, the user is provided with the game content associated with the opponent depending on the result of the battle processing. This provides the user with motivation to perform the battle processing against the opponent who will be provided with the desired game content.
[0053] (Candidate Identification Unit 117, Opponent Identification Unit 118) The candidate identification unit 117 identifies at least some of the multiple pieces of opponent information as candidates for opponent information to be used in the battle processing. The opponent identification unit 118 identifies opponent information to be used in the battle processing from the multiple candidates identified by the candidate identification unit 117 in response to an instruction from the user. Note that the candidate identification unit 117 does not include opponent information that was a candidate when identifying opponent information used in the previous battle processing executed using the battle game medium in the candidates to be used in the next battle processing executed using the battle game medium. This allows the user to consider opponents that are not included in the next candidates when considering opponents from among the candidates, thereby further improving the strategic nature of the battle.
[0054] (First effector 119) When the content of the completed battle process satisfies a third condition related to the content of the battle process, the first effect granting unit 119 grants the user first effect information that indicates an effect that is associated with the third condition and that provides an advantage in the progress of the game. This allows an advantageous effect to be obtained depending on the content of the battle, further improving the strategic nature of the battle.
[0055] Here, the "third condition" refers to a condition related to the content of the match processing, and is a condition associated with a reward to be granted to the user. For example, it may be necessary to clear a predetermined task in the process leading up to the decision of the outcome of the match. For example, if the match is baseball, the conditions may include hitting a home run, hitting a hit, getting an out by striking out, or getting an out with a specific type of pitch (e.g., a straight pitch, a slider, etc.). Multiple types of third conditions may be associated with one match (e.g., one baseball game). In this case, the user may be granted a reward associated with all of the third conditions that are met, or may be granted a reward associated with some of the third conditions (e.g., the first to be met).
[0056] The "first effect" is an effect associated with the third condition that provides an advantage in the progress of the game. The "advantage in the progress of the game" has been described above, but the following effects can also be given as the first effect. For example, it can make it more difficult to satisfy the first condition described above. Another example is providing the user with game content as a reward.
[0057] (Option presentation unit 120) If the first condition is not satisfied when a predetermined number of battle processes have been completed, the option presentation unit 120 presents the user with information indicating a first option and information indicating a second option. The "first option" is to not execute the next battle process and to have the change setting unit 113 execute the change setting process. The "second option" is to execute the next battle process.
[0058] Furthermore, the option presentation unit 120 causes the change setting unit 113 to execute a change setting process in response to receiving a selection of the first option by the user. Furthermore, the option presentation unit 120 causes the battle processing unit 111 to execute the next battle process in response to receiving a selection of the second option by the user. This increases the sense of tension when playing a battle, as a user who wishes to further change parameters, etc., is required to play in a way that does not satisfy the first condition over a predetermined number of battle processes. Furthermore, for a user who wishes to change parameters, etc., it becomes more strategic as to when to change parameters, etc., and end the repetition of the battle process.
[0059] (Second effector 121) The second effect granting unit 121 grants the second effect information to the user in response to the opponent information associated with the second effect information being identified by the opponent identification unit 118. Here, at least one of the multiple pieces of opponent information is associated with second effect information that indicates an effect that provides an advantage in the progress of the game. This allows the effect to be obtained by selecting an opponent to be identified, improving the strategic nature of selecting an opponent.
[0060] Here, the "second effect" is an effect associated with the opponent information that gives an advantage in the progress of the game. "Giving an advantage in the progress of the game" has been described above, but in addition to the examples described above, the second effect can also include the following effects. For example, it can make it more difficult to satisfy the first condition described above. Another example can be temporarily improving ability parameters during the match. Furthermore, if the match is baseball, for example, if there is an element during the match where factors that affect the progress of the match are determined by lottery, such as whether or not a hit of a ball will be a hit, an example can be an effect of changing the lottery probability to give an advantage to the user.
[0061] (Information stored in the storage unit 130) The storage unit 130 stores battle game media and opponent information. Although Fig. 2 shows one of each piece of information, the number of pieces of information stored in the storage unit 130 is not limited to one and may be multiple. Although not shown, the storage unit 130 also stores various other pieces of information used by the control unit 110.
[0062] <One aspect of the game> An embodiment of a game in which the game system 1 configured as described above is used will be described. The embodiment of the game described in this embodiment is a baseball game. The embodiment of the game includes a battle mode and a training mode. The battle mode is a mode in which a baseball match is played. The training mode is a mode in which player characters that can be used in the battle mode are trained. The embodiment of the game may include one or more battle modes. The embodiment of the game may include one or more training modes. Hereinafter, at least one training mode to which the game system 1 is applied will be simply referred to as a training mode. The game in which the game system 1 is used is not limited to a baseball game. The game in which the game system 1 is used may include a training mode and another mode in which characters trained in the training mode can be used, and the other mode is not necessarily limited to the battle mode.
[0063] A player character to be trained in the training mode is also referred to as a “training target character.” The training target character is an example of a battle game medium. The training target character is temporarily assigned to the user upon starting the training mode.
[0064] In the training mode, a one-on-one match (hereinafter simply referred to as a match) between the character to be trained and an opposing player character can be repeated until the match fails a predetermined number of times. Note that the match is not limited to a one-on-one match between the character to be trained and an opposing player character. For example, an example of a match may be a game between a team including the character to be trained and an opposing team. Also, an example of a match may be a mini-game other than a baseball match. The mini-game may be, for example, strikeout, but is not limited to this. Also, if an example of a match is a mini-game, it may be a baseball-related mini-game or a mini-game unrelated to baseball.
[0065] Parameters associated with a character to be trained may be changed or set depending on the opponent, content, or result of a match, etc. Hereinafter, when parameters, etc., are associated with a character, it is also referred to as the character possessing the parameters. Furthermore, when parameters, etc., are set (newly associated) with a character, it is also referred to as the character acquiring the parameters. A change in parameters is considered to be a change that provides an advantage in the progression of the game. Furthermore, by changing and / or setting the parameters of a character and registering the character before the first condition is met, the character to be trained is given to the user as a player character that can be used in the match mode. Note that once a character to be trained is registered, it is no longer possible to repeat the match. In other words, the training mode in this embodiment ends when the first condition is met or when the training character is registered before the first condition is met.
[0066] A battle in the training mode is an example of a battle process. In this embodiment, "failing a battle a predetermined number of times" is applied as an example of the first condition. In one aspect of the game, "failing a battle" is applied as an example of "the character to be trained losing the battle." Furthermore, "failing a predetermined number of times" is expressed as "the life parameter possessed by the character to be trained becomes zero." The life parameter is a positive value when granted to the character to be trained, and is subtracted when the character loses a battle. Hereinafter, the life parameter will also be simply referred to as "life." In other words, in the training mode, battles can be repeated as long as there is life (in other words, as long as life does not become zero).
[0067] In the training mode, rounds consisting of multiple matches are repeated. For example, each round consists of five matches, but the number of matches is not limited to this. Furthermore, the number of matches in each round may be fixed, such as five, or may vary. For example, the more rounds are repeated, the more matches are included in one round. Furthermore, there is an upper limit to the number of rounds that can be repeated. For example, a round may be repeatable up to 20 times. In this case, the number of matches that can be repeated is up to 100. However, the upper limit to the number of rounds (or number of matches) is not limited to this. Furthermore, there may be no upper limit to the number of rounds (or number of matches).
[0068] For each round, an opponent group is selected by the user. Information indicating the opponent group is an example of opponent information. A plurality of player characters are associated with the opponent group. The plurality of player characters include active player characters and former player characters. For example, if the opponent group corresponds to a real professional baseball team, the active player characters correspond to real active professional baseball players registered with the professional baseball team. Furthermore, the former player characters correspond to real former players of the professional baseball team. Note that the opponent group does not necessarily correspond to a real professional baseball team. Furthermore, the active player characters do not necessarily correspond to real active professional baseball players. Furthermore, the former player characters do not necessarily correspond to real former players. The player character who will be the opponent in the round is identified from the plurality of player characters included in the selected opponent group.
[0069] In the training mode, rounds can be repeated as long as there are lives. The character to be trained can be grown after each round. In one aspect of the game, the growth of the character to be trained includes, for example, an increase in the ability parameters possessed by the character to be trained and the character to be trained acquiring skills. The increase in the ability parameters and the acquisition of skills are each examples of "changing or setting parameters associated with the battle game media." Note that if there is an ability parameter whose smaller value provides an advantage in the game progression, the same explanation can be given by appropriately replacing "increase" in the description of the ability parameter with "decrease," etc. The increase in ability parameters and the acquisition of skills will be described in detail below.
[0070] A character to be trained that has been developed in the training mode is registered before its life reaches zero and is given to the user as a player character that can be used in other modes. If the training mode is ended without registration because its life reaches zero, the character to be trained that has been developed up to that point will not be given to the user and will not be able to be used in the training mode from the next time onwards. Note that a team can be formed that includes a player character (registered character to be trained) trained in that training mode and a player character trained in another training mode, and that team can be used in the battle mode.
[0071] In the training mode, various items may be provided to the user to develop the character to be trained. The various items include carry-on items that can be carried over to the next or subsequent training modes, as well as items that cannot be carried over. Details of the various items will be described later.
[0072] <Game System 1 Processing> The game system 1 configured as described above executes method S1. Fig. 3 is a flow diagram showing an example of the flow of method S1 executed by the game system 1. For example, method S1 is executed in a training mode of one aspect of the game described above. An example of applying method S1 to one aspect of the game described above will be described below. As shown in Fig. 3, method S1 includes steps S100 to S132.
[0073] In step S100, the control unit 110 executes an initial setting process. Fig. 4 is a flow diagram showing an example of a detailed flow of the initial setting process. As shown in Fig. 4, the initial setting process (S100) includes steps S200 to S204.
[0074] In step S200, the control unit 110 temporarily assigns a character to be trained to the user and sets its attributes. Some or all of the attributes of the character to be trained can be set by user operation. Examples of attributes include fielder, pitcher, etc. Details will be described later.
[0075] In step S202, the control unit 110 selects a carry-on item to be used in the training mode from among the selectable carry-on items based on a user operation.
[0076] Here, the carry-on items are an example of the game content granted to the user depending on the outcome of the match, and are also an example of second effect information granted to the user depending on the selection of the opponent group. The selectable carry-on items are the carry-on items granted to the user up to this point, including the carry-on items granted in previous training modes. The granting of carry-on items in training modes will be described in detail below.
[0077] Whether or not a brought-in item is used is determined at the start of the training mode, and the brought-in item has a beneficial effect on the training of the character being trained during the training mode. For example, it can make it easier to increase ability parameters. It also has the effect of allowing a new parameter that has not yet been set to be set in the character being trained. Setting a new parameter is also referred to as acquiring it. Parameters acquired by a brought-in item are also called "skills," but are not limited to such names. Examples of skills include special abilities, curveballs, etc. associated with the brought-in item, but are not limited to these.
[0078] In step S204, the control unit 110 activates the selected brought-in item. "Activating an item" refers to executing a process to obtain the effect of the item. In other words, by activating the brought-in item, the character to be trained acquires a skill.
[0079] 5 is a diagram showing an example of a screen displayed on the display device 15 of the game device 10 in the initial setting process (S100). As shown in FIG. 5, the example screen G1 includes areas G11, G12, G13, and a control G14. Area G11 is an area for setting the name of the character to be raised, and accepts an operation to input the name. For example, the input name "AAA" is displayed in area G11.
[0080] Area G12 is an area for setting various attributes of the character to be trained. For example, the operation of inputting an attribute may be an operation of selecting one from a candidate list of attributes. In this case, for example, a candidate list for the attribute "defensive position" may be displayed in response to an operation on the operator G121, and "pitcher" selected from the candidate list may be displayed in area G122. Similarly, area G12 displays "right-handed" selected as the attribute "dominant arm." Also, "versatile" is displayed as the attribute "appeal point." Note that the initial ability parameters possessed by the character to be trained change depending on the attribute "appeal point."
[0081] Area G13 is an area for setting the carry-on items to be used in the development mode. For example, a list of selectable carry-on items may be displayed in response to an operation on the control G131, and the carry-on item selected from the list may be displayed in area G13. The number of carry-on items to be used in the development mode may be one or more. Also, an upper limit may be set on the number of carry-on items to be used. In the example screen G1, the upper limit is three, and two carry-on items M1 and M2 are selected.
[0082] When an operation on the operator G14 is accepted, the ability parameters of the character to be trained are initialized according to the settings in the areas G11 to G13. For example, each ability parameter (not shown) possessed by the character to be trained is set according to an attribute such as "pitcher," "right-handed," or "all-around type."
[0083] This completes the initial setting process (S100), and the flow of the process following step S100 will be described with reference to FIG.
[0084] In step S102, the control unit 110 executes an opponent group selection process. Fig. 6 is a flow diagram showing an example of a detailed flow of the opponent group selection process. As shown in Fig. 6, the opponent group selection process (S102) includes steps S300 to S308.
[0085] Step S300 is an example of a candidate identification process. In step S300, the candidate identification unit 117 identifies at least some of the multiple opponent groups as candidates. However, if the current round is not the first round, the candidate identification unit 117 identifies the candidates by excluding the candidates identified in the previous round. For example, the storage unit 130 may store a history of identifying each of the multiple opponent groups as candidates in the current training mode. The candidate identification unit 117 may refer to the identification history to identify a predetermined number of opponent groups not identified as candidates in the previous round as candidates for the current round. For example, a case will be described in which the number of selectable opponent groups is 12, corresponding to real professional baseball teams, and the number of candidates identified in each round is three. In this case, the candidate identification unit 117 identifies three candidates for the current round from nine opponent groups out of the twelve opponent groups, excluding the three identified as candidates in the previous round.
[0086] In step S302, the candidate identification unit 117 determines, for each identified candidate, an active player character to be used as an opponent when the candidate is identified as part of the opponent group. The number of active player characters to be identified is the number (e.g., four) of matches constituting each round (e.g., five matches) minus the number of former player characters (described later) (e.g., one). However, the number of active player characters to be identified is not limited to four. For example, the candidate identification unit 117 identifies an active player character to be used as an opponent from among the active player characters associated with the candidate opponent group. For example, even when the same opponent group is identified as a candidate, the candidate identification unit 117 may identify an active player character with a higher overall evaluation value as the number of rounds played increases. For example, the candidate identification unit 117 may determine an active player character to be used as an opponent by referring to a correspondence table that associates the ranking of active player characters with the number of rounds played.
[0087] 7 is a diagram showing an example of the correspondence table for determining an active player character to be used as an opponent. In FIG. 7, the correspondence between the number of rounds and the ranking of the active player character is determined for each size of the opponent group.
[0088] The size of the opponent group can be set by the number of active pitcher (or fielder) player characters associated with the opponent group. If the opponent group corresponds to a real professional baseball team, in other words, the size of the opponent group may be set by the number of pitchers (or fielders) registered with the real professional baseball team (hereinafter also referred to as registered players).
[0089] The ranking of active player characters is determined by the lowest overall evaluation value for each pitcher or fielder. The overall evaluation value is one of the ability parameters possessed by an active player character, and is a value obtained by comprehensively evaluating each of the other ability parameters. If an active player character corresponds to a real professional baseball player, the overall evaluation value of the active player character may be updated based on the evaluation of the real professional baseball player. The update may be performed at predetermined intervals (for example, every day, every week, every month, every two months, etc.). In other words, the ranking of active player characters changes.
[0090] For example, a case where the character to be trained is a pitcher will be described using the correspondence table shown in FIG. 7. In this case, the size of the opponent group is represented by the number of fielder player characters. For example, if the number of registered fielders on the professional baseball team corresponding to the opponent group identified as a candidate is 29, the column for "29 registered players" in the correspondence table is referenced. For example, in the first round, a predetermined number (e.g., four) of active player characters are randomly selected as opponents from the active player characters ranked 1 to 10 in descending order of overall evaluation value. The same explanation applies to the second and subsequent rounds. The same explanation applies to cases where opponent groups of other sizes are candidates. The same explanation applies to the case where the character to be trained is a fielder, by replacing "fielder" and "pitcher" in the above explanation.
[0091] In step S303, the candidate identification unit 117 determines, for each identified candidate, a former player character that will be used as an opponent when that candidate is identified as an opponent group. The number of former player characters to be identified is less than the number of matches that make up each round (e.g., five), and is, for example, one, but is not limited to this, and may be multiple. For example, the candidate identification unit 117 identifies a former player character to be used as an opponent from among the former player characters associated with the candidate opponent group. Furthermore, the candidate identification unit 117 may be configured so that, even when the same opponent group is identified as a candidate, different former player characters are more likely to be identified in different rounds.
[0092] For example, the candidate specification unit 117 may refer to a correspondence table that associates the ranks of former player characters with the number of rounds, and determine the former player character to be the opponent.
[0093] FIG. 8 is a diagram showing an example of the correspondence table for determining an OB player character to be used as an opponent. The correspondence table shown in FIG. 8 shows the correspondence relationship between the range of the number of rounds and the range of rankings of OB player characters. Note that all rounds (1st to 20th) up to the upper limit of the number of round repetitions are divided into four ranges (1st to 5th, 6th to 10th, 11th to 15th, and 16th to 20th), but the number of divisions is not limited to four. Also, each divided range is equally divided into five rounds, but the number of divisions is not limited to four.
[0094] The ranking of former player characters is in descending order of overall evaluation value for each pitcher or fielder. The overall evaluation value is explained in the same way as the overall evaluation value of active player characters. However, the overall evaluation value of former player characters may be fixed and not updated. In other words, the ranking of former player characters is fixed. Note that in FIG. 8, it is assumed that there are 20 former player characters associated with the corresponding opponent group, and the ranking of these 20 players is divided into four ranges (1st to 5th, 6th to 10th, 11th to 15th, and 16th to 20th), but the number of divisions is not limited to four. Also, each divided range is divided equally so that it contains five players, but this is not limited to an equal division.
[0095] For example, a case where the character to be trained is a pitcher will be described using the correspondence table shown in FIG. 8. For example, in each of the first to fifth rounds, a predetermined number (for example, one) of former player characters are randomly selected as opponents from the first to fifth former player characters in descending order of overall evaluation value. The same explanation applies to the sixth and subsequent rounds. Also, a case where the number of former fielder player characters is different can be similarly explained by appropriately setting the range into which the ranking is divided. Also, a case where the character to be trained is a fielder can be similarly explained by replacing fielder and pitcher in the above explanation.
[0096] Steps S300 to S304 allow the user to select opponent groups that are identified as candidates and player characters that are extracted as opponents, depending on the number of times the round is repeated, thereby improving the strategic element of the selection process by considering which opponent group is advantageous for which round. Instead of executing steps S302 to S304, a predetermined number of player characters (active player characters and former player characters) who will serve as opponents may be associated with each opponent group in advance. However, compared to this type of configuration, the execution of steps S302 to S304 has the advantage of preventing boredom because the player characters who will serve as opponents may be different even when playing against the same opponent group repeatedly.
[0097] In step S306, the candidate identification unit 117 associates with each of the identified candidates various items that may be granted if the candidate is identified as a member of the opponent group. The various items include growth items, support items, life items, and carry-in items.
[0098] Step S308 is an example of an opponent specification process. In step S308, the opponent specification unit 118 specifies a candidate selected by a user operation from among the specified candidates as the opponent group for the current round.
[0099] FIG. 9 is a diagram showing an example of a screen displayed on the display device 15 of the game device 10 in the opponent identification process (S308). As shown in FIG. 9, the example screen G2 includes areas G21a, G21b, G21c, and G22. The areas G21a, G21b, and G21c each indicate candidates for the opponent group. In the example screen G2, the number of candidates is three, but is not limited to this. Since the areas G21a, G21b, and G21c are configured to include substantially similar display elements, the area G21a will be described in detail here, and a detailed description of the areas G21b and G21c will not be repeated.
[0100] Region G21a includes display elements G211a, G212a, G213a, G214a, and G215a. Display element G211a indicates the name of a candidate opponent group, "Team A." Display element G212a indicates the overall strength of candidate "Team A." In screen example G2, a larger number indicates a higher overall strength, i.e., a stronger team. Also, in screen example G2, regions G21a, G21b, and G21c, each corresponding to a plurality of candidates, are arranged from top to bottom in order of decreasing overall strength. In other words, of the three candidates, the upper region G21a indicates the weakest candidate, the lower region G21c indicates the strongest candidate, and the middle region G21b indicates a candidate of medium strength.
[0101] Display element G214a shows multiple player characters A1 to A5 who will be opponents when candidate "Team A" is selected. Player characters A1 to A4 are active player characters identified in step S302. Player character A5 is an alumni player character identified in step S304. In screen example G2, alumni players are described as legends, but alumni players are not limited to legends. A battle order may be set for multiple player characters. For example, it may be set that the battle will be in the order of player characters A1, A2, A3, A4, and A5.
[0102] In the example screen G2, the player characters A1 to A4 are displayed as corresponding active professional baseball players, while the corresponding former player of player character A5 is hidden. This increases the enjoyment of selecting an opponent group from the candidates, since the user will not know the former player corresponding to player character A5 unless they select the candidate. Note that player character A5 corresponding to a former player may be granted to the user when the training mode is ended and a character to be trained is registered. In other words, player character A5 corresponding to a former player may be an example of granted game media.
[0103] Display element G213a indicates items that are activated without user operation when a round against "Team A" is started when the candidate "Team A" is selected. Hereinafter, "not requiring user operation" to execute some process will also be referred to as "automatic." Activated items are also referred to as activation items. Specifically, activation items include growth item X1, support items Y1 to Y6, and life items Z1 to Z2. The number of activation items associated with Team A identified as a candidate, as well as the number of growth items, support items, and life items included in the activation items, are not limited to the above-mentioned numbers. The activation items do not necessarily have to include all types of growth items, support items, and life items, but may include only some types.
[0104] A growth item is an example of second effect information. A growth item has the effect of increasing the ability parameters of a character to be trained. A growth item may, for example, be automatically activated and consumed upon completion of a round against an opponent group with which the growth item is associated. In this way, a growth item is an item that cannot be carried over to subsequent training modes. Examples of ability parameters that can be increased by activating a growth item include, but are not limited to, trajectory, hitting, power, running ability, arm strength, defensive ability, catching, pitch speed, control, stamina, and curveballs.
[0105] A support item is an example of second effect information. A support item has the effect of temporarily increasing the ability parameters of a character to be trained during a match. A support item may be activated and consumed, for example, at the start of a round against an opponent group with which the support item is associated. In this way, a support item is an item that cannot be carried over to subsequent training modes. Examples of ability parameters that can be increased by activating a support item include, but are not limited to, lock-on level, hitting, power, running speed, pitching speed, and curveballs.
[0106] A life item is an example of "information indicating the right to make it more difficult to satisfy the first condition." A life item has the effect of making it more difficult for the life of a character to be trained to reach zero. For example, the process for obtaining this effect may be, but is not limited to, increasing life by a predetermined value, increasing life to an upper limit, raising the upper limit of life, etc. A life item may be activated and consumed upon the start of a round against an opponent group with which the life item is associated. In this way, a life item is an item that cannot be carried over to subsequent training modes. Note that "making it more difficult for life to reach zero" is not limited to being automatically activated by being granted in the form of a "life item," but may also be granted directly, or life may be restored by lottery, etc. A life item is also an example of second effect information.
[0107] The activation items may include multiple identical items. For example, in the example screen G2, the support items Y1 and Y2 may be the same item or different items. For example, if two support items that temporarily increase meat by a predetermined value are included, the two may be automatically activated, increasing meat by twice the predetermined value. Furthermore, at least one of the activation items associated with "Team A" and at least one of the activation items associated with another candidate "Team B" (or "Team C") may be the same, or all may be different. For example, in the example screen G2, the growth item X1 associated with "Team A" and the growth item X11 associated with "Team B" may be the same or different.
[0108] Display element G215a indicates items that will be awarded when a round against "Team A" is completed if the candidate "Team A" is selected. The awarded items are also referred to as acquired items. When Team A is selected, acquired items include the brought-in item M1. Specific examples of the effects of brought-in items are as described above. However, the number of brought-in items included in the acquired items is not limited to one, and may be multiple. Skills that can be acquired with the brought-in items may be determined when the acquired items are awarded at the end of the round, as described below. Therefore, in screen example G2, the brought-in items included in the acquired items may be displayed in a manner that does not reveal details. A "display manner with unknown details" is, for example, a display manner in which the skills that can be acquired with the brought-in items cannot be identified. For example, a "display manner with unknown details" may be a display manner in which only the number of brought-in items can be confirmed, or a display manner in which the types of skills that can be acquired with the brought-in items can be confirmed, but is not limited to these.
[0109] Here, the activation items and the acquired items may be associated with Team A, for example, in response to Team A being identified as a candidate. For example, if the same Team A is identified as a candidate in different rounds, the activation items associated with Team A in each round may be at least partially different from each other, or may all be the same. Also, the acquired items associated with Team A in each round may be at least partially different from each other, or may all be the same.
[0110] Furthermore, there may be a correlation between the number of growth items, support items, life items, and brought-in items associated with a candidate for the opponent group and the overall strength of the candidate.
[0111] For example, the greater the overall strength of a team (stronger team), the more growth items may be associated with it. In the example screen G2, the greater the overall strength of "Team A," "Team B," and "Team C," in that order, the greater the number of growth items, from 1 (X1), to 3 (X11-X13), to 5 (X21-X25). However, without being limited to the above example, the greater the overall strength of a team (stronger team), the fewer growth items may be associated with it.
[0112] Also, for example, the smaller the overall strength of a team (weaker team), the more support items may be associated with them. In the example screen G2, the numbers of support items decrease as the overall strength increases in the order of "Team A," "Team B," and "Team C," from 6 (Y1 to Y6), 3 (Y11 to Y13), and 2 (Y21, Y22). However, this is not limited to the above example, and the greater the overall strength of a team (stronger team), the more support items may be associated with them.
[0113] In other words, in a game in which a character to be trained is trained according to the results of a battle between the character to be trained and an opponent, one or both of a process for improving growth and a process for improving the battle may be executed according to a predetermined condition related to the opponent. "May be executed" may mean that the process is executed probabilistically. The predetermined condition may be the second condition described above or another condition. For example, the predetermined condition may be a condition related to the difficulty of the battle with the opponent, and the probability may be determined according to the difficulty. Also, for example, the probability of executing either the process for improving growth or the process for improving the battle may be determined according to the difficulty. The process for improving growth and the process for improving the battle may be presented as the granting of an item or the occurrence of an event. As a result, stronger opponent groups are awarded with stronger growth elements, and weaker opponent groups are awarded with items that make it easier to defeat the opponent.
[0114] Also, for example, the smaller the overall strength of a team, the more life items may be associated with it. In the example screen G2, the number of life items decreases as the overall strength increases in the order of "Team A," "Team B," and "Team C": 2 (Z1, Z2), 2 (Z11, Z12), and 1 (Z21). However, this is not limited to the above example, and the greater the overall strength of a team (stronger team), the more life items may be associated with it.
[0115] Furthermore, for example, the greater the overall strength of a team (stronger team), the more carry-on items a user is granted when they win a match. In the example screen G2, the greater the overall strength of "Team A," "Team B," and "Team C," in that order, the greater the number of carry-on items, from 1 (M1), to 3 (M11-M13), to 7 (M21-M27). However, without being limited to the above example, the greater the overall strength of a team (stronger team), the fewer carry-on items may be associated with the team.
[0116] In this way, by having a correlation between the overall strength of the candidate opponent groups and the number of various items associated with them, the user has more strategic freedom in deciding how strong an opponent group to select.
[0117] The acquired items granted upon completion of a round may include some or all of the growth items, support items, and life items in addition to the brought-in items. In this case, the growth items, support items, or life items granted upon completion of a round may be automatically activated upon the start of the next round.
[0118] Area G22 includes information indicating the progress of the training mode. For example, in area G22, display element G221 indicates the name of the character to be trained. Display element G222 indicates the current life, and as an example, is a display form consisting of five heart shapes. Of the five heart shapes, three heart shapes with solid frames indicate that the current upper limit of life is three. A total of five heart shapes, including the heart shapes with dashed frames, indicates that the upper limit of life can be increased to five. Two solid black heart shapes indicate the current life.
[0119] Display element G223 indicates the current number of eliminations. The current number of eliminations is the number of matches that have been repeated up to now without the life reaching zero. For example, if the opponent group includes five player characters, one round consists of five matches. In this case, the "Currently 15 eliminations" in screen example G2 indicates that the third round has ended. In other words, screen example G2 is an example of a screen for selecting an opponent group for the fourth round.
[0120] Furthermore, the areas G21a, G21b, and G21c themselves accept a user operation to select a candidate opponent group corresponding to the area. When any candidate is selected, the candidate is identified as the opponent group.
[0121] This completes the opponent group selection process (S102), and the flow of the process following step S102 will be described with reference to FIG. 3 again.
[0122] In step S104, in response to the identification of an opponent group, the control unit 110 grants the user an activation item associated with the identified opponent group. Granting the activation item to the user in step S104 includes "the second effect granting unit 121 granting a growth item and a support item to the user" (an example of a second effect granting process) and "the right granting unit 114 granting a life item to the user" (an example of a right granting process). For example, if the candidate "Team B" shown in FIG. 9 is identified, growth items X1 to X3, support items Y11 to Y13, and life items Z1 to X2 are granted. Note that the growth items, support items, and life items are granted in response to the identification of an opponent group, and "the identification of an opponent group" is an example of a second condition.
[0123] In step S106, the control unit 110 starts a round between the character to be trained and the opponent group.
[0124] In step S108, the control unit 110 automatically activates the support item granted to the user in response to identifying the opponent group, that is, the ability parameter that is the target of the effect set for the support item is temporarily increased during the battle.
[0125] Step S110 is an example of a mitigation process. In step S110, the mitigation processing unit 115 automatically activates the life item granted to the user in response to identifying the opponent group. For example, a process is executed according to the effect set for the life item. For example, assume that life item Z11 associated with candidate "Team B" has the effect of raising the upper limit of life. Also assume that life item Z12 has the effect of increasing life to the upper limit. In this case, when candidate "Team B" is identified, as shown in area G22, the upper limit of life is raised from 3 (currently 2) to 5, and life is restored to the upper limit of 5. This makes it more difficult to satisfy an example of the first condition, "life becomes zero."
[0126] In step S112, the match processing unit 111 executes match processing. The match processing is processing in which the training target character is matched against an opponent player character. The opponent player character is determined in accordance with an order determined in the opponent group. If it is the first match in the round, the opponent player character is the first player character determined in the opponent group. If it is the second or subsequent match in the round, the opponent player character is the next player character in order among the player characters in the opponent group who have not yet been matched. Note that the order of matches in the opponent group is not limited to a set order, and the order of matches may also be determined randomly.
[0127] 10 is a flow diagram showing an example of the detailed flow of the battle processing. As shown in FIG. 10, the battle processing (S112) includes steps S400 to S408.
[0128] In step S400, the match processing unit 111 executes one play that constitutes a match. One play may be, for example, pitching or batting. For example, if the character to be trained is a pitcher, the match processing unit 111 executes pitching by the character to be trained based on a user operation, and executes batting by the opposing player character in response to the pitch. Furthermore, for example, if the character to be trained is a fielder, the match processing unit 111 executes pitching by the opposing player character, and executes batting by the character to be trained based on a user operation in response to the pitch. Note that one play in a match does not necessarily have to be executed based on a user operation, and may be executed automatically.
[0129] In step S402, the match processing unit 111 determines whether the match has ended. If the character to be trained is a pitcher, for example, the match ends when the opposing player character gets on base (the character to be trained loses) or gets an out (the character to be trained wins), and does not end otherwise. Also, if the character to be trained is a fielder, for example, the match ends when the character to be trained gets on base (the character to be trained wins) or gets an out (the character to be trained loses), and does not end otherwise. Note that the outcome of the match is not limited to the above example, and may be determined by other determinations. If the determination in step S402 is No, step S400 is repeated.
[0130] 11 is a diagram showing an example of a screen displayed on the display device 15 of the game device 10 in step S400. As shown in FIG. 11, the example screen G3 includes a character to be trained G31, an opponent player character G32, and display elements G33, G34, G35, G36, and G37. The character to be trained G31 is a fielder in the example screen G3. The opponent player character G32 is a pitcher in the example screen G3.
[0131] The display element G33 indicates the number of player characters in the opponent group for the round in question that the opponent player character G32 is, and in this example, the opponent player character is the third player. Note that instead of or in addition to the display element G33, a display element indicating the number of player characters that the opponent player character is since the start of the training mode (i.e., the current number of players in the winning streak) may be included in the example screen G3.
[0132] The display element G34 indicates the current life of the character to be trained G31. A specific example of a display mode indicating the life will be explained in the same manner as for the display element G222 in Fig. 9, and therefore detailed explanation will not be repeated.
[0133] Display element G35 indicates the ball count and strike count for the current match. Display elements G36 and G37 indicate support items Y11 and Y12 that were activated in response to the start of the current round. For example, if support item Y11 has the effect of temporarily increasing an ability parameter related to lock-on level, the user can easily recognize that the ability parameter related to lock-on level has temporarily increased in the current match processing.
[0134] If the determination in step S402 is Yes, that is, if it is determined that the battle has ended, then in step S404 the battle processing unit 111 changes the life in accordance with the battle result. For example, if the battle result is a loss for the character to be trained, the battle processing unit 111 subtracts the life from the character to be trained. The life may be subtracted by a predetermined value (for example, a uniform subtraction of 1), or may be subtracted depending on the content of the battle (for example, subtracting 1 if a home run is hit, and not subtracting otherwise). Also, for example, if the battle result is a win for the character to be trained, the battle processing unit 111 does not change the life of the character to be trained.
[0135] This completes the opponent group selection process (S112), and the flow of the process following step S112 will be described with reference to FIG. 3 again.
[0136] In step S114, the battle processing unit 111 determines whether or not the life is zero. The life being zero is an example of the first condition. If the determination in step S114 is Yes, the method S1 ends. In other words, if the life becomes zero, step S130 (an example of a change setting process) described below for registering a character to be trained is not executed.
[0137] If the determination in step S114 is No, then in step S116 the match processing unit 111 determines whether or not a predetermined number of matches have been completed. The predetermined number is the number of matches that make up one round. For example, if the opponent group is made up of five player characters, the predetermined number is five. If the determination in step S116 is No, the match processing unit 111 executes the match processing (S112) again, using the next player character in the opponent group who has not yet been matched as the opponent. If the determination in step S116 is Yes, the round ends.
[0138] In step S118, the first effect applying unit 119 determines whether the content of the battle process in the completed round has cleared a predetermined task. Clearing a predetermined task is an example of a third condition.
[0139] If the determination in step S118 is Yes, step S120 is executed. Step S120 is an example of a first effect granting process. In step S120, the first effect granting unit 119 grants the user a play bonus associated with the specified task. The play bonus is an example of first effect information. The play bonus has the effect of increasing ability parameters when the battle result clears the task. If the determination in step S118 is No, step S120 is not executed.
[0140] FIG. 12 is a diagram showing an example of a predetermined task and a play bonus when the character to be trained is a pitcher. As shown in FIG. 12, the predetermined task is that "the most common finishing pitch type in a round is a predetermined pitch type (straight or any curveball)." Here, the finishing pitch refers to the last pitch that results in a strikeout. Furthermore, the play bonus for clearing the predetermined task is "ball speed increases by +1 kilometer per hour" or "curve of a curveball increases by +1." In other words, if an opposing player character is struck out, there is a possibility that the pitch speed or curve of the character to be trained will increase depending on the finishing pitch.
[0141] The play bonus is awarded by lottery when a player clears a set task. The probability of winning is set at 1% for each pitch thrown most often. For example, let's take the case where a player clears one round (five games) with five strikeouts.
[0142] For example, if the finishing pitches were one straight pitch, one full-power straight pitch, and three forks, it would count as two straight pitches in total and three forks, so the most common finishing pitch would be the "fork." Therefore, the play bonus "increases the fork change of the character being trained by +1" is awarded with a 3% probability of winning, which is 1% per pitch multiplied by three forks.
[0143] For example, if the winning pitches were one straight pitch, one full-power straight pitch, one moving fastball, and two forks, it would be counted as three straight pitches in total and two forks, so the most common type of winning pitch would be the "straight pitch." Therefore, the play bonus "increasing the training character's pitch speed by +1 kilometer per hour" is awarded with a winning probability of 3%, which is 1 percent per pitch multiplied by three straight pitches.
[0144] For example, if the winning pitches are one straight pitch, one full-power straight pitch, one slider, and two forks, then the total will be counted as two straight pitches, one slider, and two forks, so the most common winning pitches are "straight pitches" and "forks" equally. Therefore, with a 2% probability of winning, either the play bonus corresponding to the "straight pitch" or the play bonus corresponding to the "forks" will be randomly selected and awarded.
[0145] FIG. 13 illustrates an example of a predetermined task and a play bonus for a character being trained as a fielder. As shown in FIG. 13, the predetermined task is to achieve three or more hits in a round by hitting the ball squarely on the center of the batting average or three or more home runs by hitting the ball squarely on the center of the batting average. The "striking" and "striking" modes are batting modes. If the player completes the striking task, a play bonus of "increasing the strike rate by +1" is awarded to the player with a 1% chance of winning. If the player completes the striking task, a play bonus of "increasing the strike rate by +1" is awarded with a 1% chance of winning for each home run of three or more hits. In this case, the play bonus is "increasing the trajectory by +1" if the trajectory is 2 or less, and "increasing the power by +1" if the trajectory is 3 or more.
[0146] For example, if the batting results for one round include three home runs hit with a "strong swing" with a trajectory of 2 or less, there is a 1% chance of winning a play bonus of "increasing the trajectory of the character being trained by +1."
[0147] For example, if the batting results for one round include four home runs hit with a "strong swing" with a trajectory of 2 or less, there is a 2% chance of winning a play bonus of "increasing the trajectory of the character being trained by +1."
[0148] For example, if the batting results for one round include five home runs hit with a "strong swing" with a trajectory of 2 or less, a play bonus of "increasing the trajectory of the character being trained by +1" will be awarded with a 3% chance of winning.
[0149] For example, if the batting results for one round include three home runs hit with a "strong swing" with a trajectory of 3 or higher, there is a 1% chance of winning and a play bonus of "increasing the power of the character being trained by +1" will be awarded.
[0150] For example, if the batting results for one round include four home runs hit with a "strong swing" with a trajectory of 3 or higher, there is a 2% chance of receiving a play bonus of "increasing the power of the character being trained by +1."
[0151] For example, if the batting results for one round include five home runs hit with a "strong swing" with a trajectory of 3 or higher, there is a 3% chance of receiving a play bonus of "increasing the power of the character being trained by +1."
[0152] In step S122, the change setting unit 113 displays a parameter increase screen in which the character to be trained is temporarily grown. "Temporary growth" refers to "growth that would occur if the training mode were terminated without executing the next round and the character to be trained was registered." "Temporary growth" includes "temporary increase in ability parameters" and "temporary acquisition of skills." "Temporary growth" is applied to the character to be trained when the next round is executed. In other words, when the next round is executed, the temporarily grown character to be trained is applied in the next round. By viewing the parameter increase screen, the user can consider whether to register the temporarily grown character to be trained without executing the next round, or to execute the next round using the temporarily grown character to be trained.
[0153] For example, provisional increases in ability parameters include (1) increases due to base increases after the end of a round, (2) increases due to the activation of granted growth items, and (3) increases due to the application of granted play bonuses. At the end of the first round, provisional increases in ability parameters are made to the initial setting of the ability parameters, and at the end of the second or subsequent rounds, provisional increases are made to the ability parameters provisionally increased at the end of the previous round. For example, at the end of the third round, the base increases in the third round, the growth items granted in the third round, and the play bonuses are processed for the ability parameters provisionally increased at the end of the second round.
[0154] However, the tentatively grown character to be trained may not be applied to the next round. In this case, the tentative increase in ability parameters is performed on the initial setting ability parameters at the end of any round.
[0155] FIG. 14 is a diagram showing an example of a parameter increase screen displayed on the display device 15 of the game device 10 in step S122 when the character to be trained is a pitcher. As shown in FIG. 14, the example screen G4 includes display elements G41 to G46. The display element G41 shows the ability parameters possessed by the character to be trained, who is a pitcher. The display element G42 shows the value of the ability parameter before it is increased (for example, the ability parameter set to the initial setting). The display element G43 shows the value of the parameter after it has been temporarily increased. The display element G44 shows the activated growth item. The display element G45 shows the applied play bonus. The display element G46 shows the temporarily acquired skill.
[0156] For example, the ability parameter related to ball speed has increased from 8 to 9. This increase includes the increase due to base upgrades, but does not include the increase due to the activation of growth items or the application of play bonuses. Also, for example, the ability parameter related to stamina has increased from 7 to 8. This increase includes the increase due to base upgrades and the application of play bonuses, but does not include the increase due to the activation of growth items. Also, for example, the ability parameter related to the H slider includes the increase due to base upgrades, the increase due to the activation of three growth items X3, and the increase due to play bonuses. Also, for example, the ability parameter related to circle change includes the increase due to base upgrades and the increase due to the activation of growth items X5 and S6, but does not include the increase due to the application of play bonuses. Of skills A1 and A2, skill A1 is a skill acquired through carry-on item M1.
[0157] 15 is a diagram showing an example of a parameter-up screen displayed on the display device 15 of the game device 10 in step S122 when the character to be trained is a fielder. As shown in Fig. 15, the example screen G5 includes display elements G51 to G56. The display elements G51 to G56 will be described in the same manner as the display elements G41 to G46, and therefore detailed description thereof will not be repeated.
[0158] Referring again to FIG. 3, the flow of processing following step S122 will be described. In step S124, the game media providing unit 116 provides the user with a brought-in item. At this time, the game media providing unit 116 may determine by lottery the skills that can be acquired with the brought-in item from among the skills possessed by the player characters included in the opponent group. Note that the brought-in item cannot be used in the current training mode in which it was provided, but can be used in subsequent training modes. The provided brought-in item is stored in the storage unit 130 and is included in a list that can be selected in the initial setting process (S100) for the character to be trained in subsequent training modes.
[0159] 16 is a diagram showing an example of a screen displayed on the display device 15 of the game device 10 in step S124. As shown in Fig. 15, the example screen G6 includes display elements corresponding to the brought-in items M11 to M13. For example, as described above, in the example screen G2 (Fig. 9) for identifying the opponent group before the start of the round, if the display mode does not reveal the details of the brought-in items, the user can check the brought-in items that he or she has acquired by viewing the example screen G6.
[0160] Referring again to Figure 3, the flow of processing following step S124 will be described. Step S126 is an example of option presentation processing. In step S126, the option presentation unit 120 presents to the user whether to end the training mode and register a character to be trained (an example of a first option), or to continue the training mode (an example of a second option).
[0161] 17 is a diagram showing an example of a screen displayed on the display device 15 of the game device 10 in step S126. As shown in FIG. 17, the example screen G7 includes operators G71 to G74. Operator G71 accepts an operation to instruct the player to continue the training mode and execute the next round. Operator G71 is an example of information indicating the second option.
[0162] Operator G72 accepts an operation to temporarily save and terminate the training mode. When an operation on operator G72 is accepted, control unit 110 saves information indicating the progress of the training mode and temporarily terminates the training mode. In this case, the user can resume the training mode from the saved progress.
[0163] The operator G73 accepts an operation to register a character to be trained and end the training mode. The operator G73 is an example of information indicating the first option.
[0164] Operator G74 accepts an operation to instruct the player to end the training mode without registering a character to be trained.
[0165] As shown in screen example G7, if the user wants to register a character to be trained, the only option available to the user is operator G73, and therefore the user is unable to continue training mode. Furthermore, if the user wants to continue training mode, the only option available to the user is operator G71, and therefore the user is unable to register a character to be trained. However, if the user continues training mode, there is a possibility that the user's life will reach zero and the training mode will end before the user can register a character to be trained. This improves the user's strategic decision about how long to continue training mode and register a character to be trained.
[0166] Referring again to FIG. 3, the flow of processing following step S126 will be described. In step S128, the control unit 110 determines whether or not it has been selected to continue the training mode. If it is determined as Yes in step S126 (for example, if an operation on the operator G71 in the example screen G7 has been accepted), the control unit 110 repeats the processing from step S102. That is, a new opponent group is selected and the next round is executed.
[0167] On the other hand, if the determination in step S126 is No (for example, if an operation on the operator G73 in the example screen G7 is accepted), the control unit 110 executes the next step S130.
[0168] Step S130 is an example of a change setting process. In step S130, the change setting unit 113 registers a character to be trained. "Registering a character to be trained" may mean, for example, providing the user with the character to be trained whose provisional growth has been confirmed in step S122. As a result, the character to be trained, which possesses the increased ability parameters and skills displayed on the parameter-up screens of screen examples G4 and G5 (FIGS. 14 and 15), for example, is provided to the user as a player character. That is, the registration of the character to be trained can be performed when the round ends with life remaining (No in step S114, Yes in step S116). Note that the registration of the character to be trained (an example of a change setting process) may be performed at a time other than the end of the round. For example, the user may be granted the right to register the character to be trained at a time other than the end of the round. Such a right may be granted to the user as a kind of carry-in item or life item. The user can consume the item at any time while playing in the training mode to register a player character even if the round has not ended.
[0169] Step S132 is an example of a game media granting process. In step S132, the game media granting unit 116 grants the user an OB player character who became the opponent. The granted OB player character is an example of granted game media. For example, when multiple rounds are played, the game media granting unit 116 may grant the user all of the OB player characters who became the opponent in each round. Alternatively, the game media granting unit 116 may grant the user some of the OB player characters who became the opponent in each round. The granted OB player characters can be used, for example, in a battle mode.
[0170] <Reference to training history> The user may be able to refer to the training history of the player character trained by the method S1 (that is, the registered character to be trained). Figures 18 to 20 are diagrams showing example screens that allow the user to refer to the training history.
[0171] As shown in FIG. 18, screen example G8 shows a training history screen when the trained player character is a pitcher. Screen example G8 includes tabs G81 and G82. Tab G81 accepts an operation to display the pitching history. Tab G82 accepts an operation to display the item history. The pitching history shows the history of pitches in matches executed in training mode using a training target character corresponding to the player character who is a pitcher. Screen example G8 displays display elements G83 and G84 that show the pitching history. Display element G83 includes the number of matches (total number of matches), active player (number of matches against active player characters), OB (number of matches against OB player characters), and win rate. Display element G84 shows the results of compiling data related to pitching.
[0172] As shown in FIG. 19, screen example G9 shows a training history screen when the trained player character is a fielder. Screen example G9 includes tabs G91 and G92. Tab G91 accepts an operation to display the batting history. Tab G92 accepts an operation to display the item history. The batting history shows the history of batting in matches performed in training mode using a character to be trained corresponding to the player character who is a fielder. Screen example G9 displays display elements G93 and G94 that show the batting history. Display element G93 will be explained in the same way as display element G83. Display element G94 shows the results of compiling data related to batting.
[0173] As shown in FIG. 20, screen example G10 is displayed when an operation on tab G92 is accepted on screen example G9. Screen example G10 includes display elements G101 to G104 indicating an item history, instead of display elements G93 and G94 indicating a batting history. The item history indicates a history of items granted in matches played in the training mode using a training target character corresponding to the player character who is a fielder. Display element G101 indicates an granted growth item. Display element G102 indicates an granted support item. Display element G103 indicates an granted life item. Display element G104 indicates an granted carry-in item. The user can check the items that were automatically activated when the player character was trained using display elements G101 to G103. Furthermore, the user can check the carry-in items that were granted to the player character as the player character was trained using display element G104.
[0174] [Variations] The game system 1 can be modified to further include a server (not shown) capable of communicating with the game device 10, in addition to the game device 10. The server includes a memory and a processor. In this modification, the control unit 110 is realized by the processor 11 of the game device 10 and the processor of the server cooperating with each other while communicating with each other as necessary to execute a game program. The storage unit 130 is configured by the memory 12 of the game device 10 and the memory of the server. In other words, the functional blocks of the control unit 110 are distributed and arranged in the game device 10 and the server. The data stored in the storage unit 130 is distributed and stored in the game device 10 and the server.
[0175] [Note] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0176] A game system (1) according to a first aspect includes a battle processing unit (111) that executes a battle process using a battle game medium multiple times, a restriction processing unit (112) that disables execution of the next battle process using the battle game medium when a predetermined first condition is satisfied, a change setting unit (113) that executes a change setting process that changes or sets at least some of the parameters associated with the battle game medium depending on the results of the battle process executed using the battle game medium, a right granting unit (114) that grants a user information indicating a right to make the first condition more difficult to satisfy when a predetermined second condition is satisfied, and a mitigation processing unit (115) that makes the first condition more difficult to satisfy in response to the exercise of the right. This configuration provides a new training method for users, requiring them to progress in a way that avoids satisfying the first condition in order to execute the next battle process.
[0177] A game system (1) according to aspect 2 is the same as in aspect 1, in which the battle processing unit (111) executes the battle processing using opponent information indicating an opponent, and the opponent information is associated with information indicating granted game media to be granted to the user depending on the result of the battle executed using the opponent information, and further includes a game media granting unit (116) that grants the granted game media to the user depending on the result of executing the battle processing. With this configuration, the user is granted game media associated with the opponent depending on the result of the battle processing. This can motivate the user to perform battle processing against an opponent who will be granted the desired game media.
[0178] A game system (1) according to aspect 3 is in aspect 1 or aspect 2, wherein the battle processing unit executes the battle processing using opponent information indicating an opponent, and includes a candidate identification unit (117) that identifies at least some of the opponent information as candidates for the opponent information to be used in the battle processing, and an opponent identification unit (118) that identifies the opponent information to be used in the battle processing from the plurality of candidates identified by the candidate identification unit (117) in response to an instruction from the user, and the candidate identification unit (117) does not include, among the candidates when the battle processing is executed next time using the battle game medium, the opponent information that was a candidate when identifying the opponent information used in the previous battle processing executed using the battle game medium. With the above configuration, when a user considers an opponent from among the candidates, the user can take into account opponents that are not included as candidates for the next time, thereby further improving the strategic nature of the battle.
[0179] The game system (1) according to aspect 4, in any one of aspects 1 to 3, further includes a first effect granting unit (119) that, when the content of the completed battle process satisfies a third condition related to the content of the battle process, grants the user first effect information that indicates an effect that is advantageous for the progress of the game and that is associated with the third condition. With the above configuration, advantageous effects can be obtained depending on the content of the battle, further improving the strategic nature of the battle.
[0180] In the game system (1) according to aspect 5, in any one of aspects 1 to 4, when the first condition is satisfied, the change setting unit (113) does not execute the change setting process for the battle game medium. With the above configuration, a user who desires to change parameters, etc., is required to play in a way that does not satisfy the first condition, thereby increasing the sense of tension when playing a battle.
[0181] In the game system (1) according to aspect 6, in any one of aspects 1 to 5, the change setting unit (113) executes the change setting process if the first condition is not satisfied when a predetermined number of battle processes have been completed. With the above configuration, a user who desires to change parameters or the like is required to play in a way that does not satisfy the first condition over a predetermined number of battle processes, thereby increasing the sense of tension when playing a battle.
[0182] A game system (1) according to aspect 7, in any one of aspects 1 to 6, further includes an option presentation unit (120) that, if the first condition is not satisfied when a predetermined number of the battle processing operations are completed, presents the user with information indicating a first option for not executing the next battle processing and for causing the change setting unit to execute the change setting processing, and information indicating a second option for executing the next battle processing. The option presentation unit (120) causes the change setting unit (113) to execute the change setting processing in response to receiving the user's selection of the first option, and causes the battle processing unit (111) to execute the next battle processing in response to receiving the user's selection of the second option. With this configuration, a user who desires to further change parameters, etc., is required to play in a way that does not satisfy the first condition over a predetermined number of battle processing operations, thereby increasing the sense of tension when playing a battle. Furthermore, for a user who desires to change parameters, etc., it is more strategic to decide when to change parameters, etc., and to end the repetition of the battle processing.
[0183] A game system (1) according to aspect 8 is any one of aspects 1 to 7, wherein the match processing unit (111) executes the match processing using opponent information indicating an opponent, and includes a candidate identification unit (117) that identifies at least some of the opponent information as candidates for the opponent information to be used in the match processing, and an opponent identification unit (118) that identifies the opponent information to be used in the match processing from the plurality of candidates identified by the candidate identification unit (117) in response to an instruction from the user, wherein at least one of the plurality of opponent information is associated with second effect information that indicates an effect that provides an advantage in the progress of the game, and further includes a second effect imparting unit (121) that imparts the second effect information to the user in response to the opponent information associated with the second effect information being identified by the opponent identification unit (118). With the above configuration, the effect to be obtained is identified by selecting an opponent, thereby improving the strategic nature of selecting an opponent.
[0184] A method (S1) according to aspect 9 is a method executed by one or more computers, and includes a battle processing step (S112) in which the one or more computers execute a battle processing using a battle game medium multiple times; a restriction processing step (No in S114) in which the one or more computers are unable to execute the next battle processing using the battle game medium if a predetermined first condition is satisfied; a change setting step (S130) in which the one or more computers execute a change setting process in which at least some of the parameters associated with the battle game medium are changed or set depending on the result of the battle processing executed using the battle game medium; a right granting step (S104) in which the one or more computers grant a user information indicating a right to make the first condition more difficult to satisfy if a predetermined second condition is satisfied; and a mitigation processing step (S110) in which the one or more computers make the first condition more difficult to satisfy depending on the exercise of the right.
[0185] The program according to aspect 10 causes one or more computers to execute a battle processing step (S112) of executing a battle processing using a battle game medium multiple times; a restriction processing step (No in S114) of making it impossible to execute the next battle processing using the battle game medium if a predetermined first condition is met; a change setting step (S130) of executing a change setting process which is a process of changing or setting at least some of the parameters associated with the battle game medium depending on the result of the battle processing executed using the battle game medium; a right granting step (S104) of granting to a user information indicating a right to make the first condition more difficult to meet if a predetermined second condition is met; and a mitigation processing step (S110) of making the first condition more difficult to meet depending on the exercise of the right.
[0186] [Software implementation example] The functions of the game device 10 (hereinafter referred to as the "device") that constitutes the game system 1 can be realized by a program that causes a computer to function as the device, and a program that causes a computer to function as each control block of the device (particularly each part included in the control unit 110).
[0187] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The control device and storage device execute the program, thereby realizing the functions described in each of the above embodiments.
[0188] The program may be non-transitory and may be recorded on one or more computer-readable recording media. The recording media may or may not be included in the device. In the latter case, the program may be supplied to the device via any wired or wireless transmission medium.
[0189] Furthermore, some or all of the functions of the control blocks can be realized by logic circuits. For example, an integrated circuit in which a logic circuit that functions as each of the control blocks is formed is also included in the scope of the present invention. In addition, the functions of the control blocks can also be realized by, for example, a quantum computer.
[0190] Furthermore, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may run on the control device or on another device (for example, an edge computer or a cloud server).
[0191] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0192] 1. Game System 10. Gaming Devices 11 processors 12 Memory 13 Communication Interface 14 Input Devices 15 Display device 16 Audio output device 19 Bus 110 control section 111 Battle Processing Unit 112 Restriction processing unit 113 Change settings section 114 Entitlement Division 115 Mitigation Processing Unit 116 Game Media Granting Department 117 Candidate Identification Department 118 Opponent Identification Section 119 First effect granting section 120 Choice presentation section 121 Second effect granting section 130 Storage section
Claims
1. a battle processing unit that executes battle processing using a battle game medium multiple times; a restriction processing unit that, when a predetermined first condition is satisfied, makes it impossible to execute the next battle process using the battle game medium; a change setting unit that executes a change setting process that changes or sets at least some of the parameters associated with the battle game medium in accordance with the result of the battle process executed using the battle game medium; a right granting unit that grants, to a user, information indicating a right to make it difficult to satisfy the first condition when a predetermined second condition is satisfied; a mitigation processing unit that makes it more difficult to satisfy the first condition in response to the right being exercised. Game system.
2. the match processing unit executes the match processing using opponent information indicating an opponent; The opponent information is associated with information indicating a grant game medium to be granted to the user depending on the result of a match executed using the opponent information; a game medium providing unit that provides the provided game medium to the user in accordance with a result of the execution of the battle process; The game system according to claim 1 .
3. the match processing unit executes the match processing using opponent information indicating an opponent; a candidate specification unit that specifies at least some of the plurality of pieces of opponent information as candidates for the opponent information to be used in the battle processing; an opponent specifying unit that specifies the opponent information to be used in the battle processing from among the plurality of candidates specified by the candidate specifying unit in response to an instruction from the user, the candidate specification unit does not include, in the candidates when the battle processing is executed next time using the battle game medium, the opponent information that was a candidate when specifying the opponent information used in the battle processing executed last time using the battle game medium; The game system according to claim 1 .
4. a first effect imparting unit that, when the content of the completed battle process satisfies a third condition related to the content of the battle process, imparts to the user first effect information that indicates an effect that is advantageous in the progress of the game and that is associated with the third condition; The game system according to claim 1 .
5. The game system according to claim 1 , wherein when the first condition is satisfied, the change setting unit does not execute the change setting process for the battle game medium.
6. The game system according to claim 1 , wherein the change setting unit executes the change setting process when the first condition is not satisfied when a predetermined number of the battle processes have been completed.
7. If the first condition is not satisfied when the battle process is completed a predetermined number of times, Information indicating a first option for not executing the next battle process and causing the change setting unit to execute the change setting process; and an option presenting unit that presents to the user information indicating a second option for executing the next battle process; The option presentation unit In response to receiving the selection of the first option by the user, cause the setting change unit to execute the setting change process; causing the battle processing unit to execute the next battle process in response to receiving the selection of the second option by the user; The game system according to claim 1 .
8. the match processing unit executes the match processing using opponent information indicating an opponent; a candidate specification unit that specifies at least some of the plurality of pieces of opponent information as candidates for the opponent information to be used in the battle processing; an opponent specifying unit that specifies the opponent information to be used in the battle processing from among the plurality of candidates specified by the candidate specifying unit in response to an instruction from the user, At least one of the plurality of pieces of opponent information is associated with second effect information that indicates an effect that provides an advantage in the progress of the game, a second effect imparting unit that imparts the second effect information to the user in response to the opponent information associated with the second effect information being identified by the opponent identification unit; The game system according to claim 1 .
9. 1. A method implemented by one or more computers, comprising: a battle processing step in which the one or more computers execute a battle process using a battle game medium multiple times; a restriction processing step of disabling execution of the next battle processing using the battle game medium when the one or more computers satisfy a predetermined first condition; a change setting step in which the one or more computers execute a change setting process that changes or sets at least some of the parameters associated with the battle game medium in accordance with the result of the battle process executed using the battle game medium; a right granting step of granting, to a user, information indicating a right to make it difficult to satisfy the first condition when the one or more computers satisfy a predetermined second condition; a mitigation step in which the one or more computers make it more difficult to satisfy the first condition in response to the right being exercised, method.
10. On one or more computers, a battle processing step of executing a battle process using a battle game medium multiple times; a restriction processing step of disabling execution of the next battle processing using the battle game medium when a predetermined first condition is satisfied; a change setting step of executing a change setting process that changes or sets at least some of the parameters associated with the battle game medium in accordance with the result of the battle process executed using the battle game medium; a right granting step of granting, to a user, information indicating a right to make it difficult to satisfy the first condition when a predetermined second condition is satisfied; a mitigation step of making it more difficult to satisfy the first condition in response to the right being exercised; program.
Citation Information
Patent Citations
Game managing device, game system, method of managing game, and program
JP2014233323A